Files
ludum_dare_46/src/Maps/Grid.gd
Paul Norberger 8f152d420d Made grid more adaptable
Just gotta say... to make it possion-dependend is really stupid.
2020-04-19 22:38:53 +02:00

130 lines
2.9 KiB
GDScript

extends Node
const Kind = preload("res://Overlap/Kind.gd") # Relative path
var object_grid : Array = []
var prio_grid : Array = []
var used_grid : Array = []
var time_passed := 0.0
var offset
export(float, 0, 42.0) var refresh_rate = 1
func _draw_object_grid():
for y in range(7):
var stri = ""
for x in range(14):
stri += str(object_grid[x][y]) + " "
print(stri)
print()
func _draw_prio_grid():
for y in range(7):
var stri = ""
for x in range(14):
stri += str(prio_grid[x][y]) + " "
print(stri)
print()
func _reset_grids():
for x in range(14):
for y in range(7):
while (object_grid[x][y].size() != 1):
object_grid[x][y].pop_back()
while (prio_grid[x][y].size() != 1):
prio_grid[x][y].pop_back()
func _ready():
var walls = get_tree().current_scene.get_node("FloorTileMap")
offset = walls.global_position
#todo put in grid_lul
for x in range(14):
object_grid.push_back([])
prio_grid.push_back([])
used_grid.push_back([])
for y in range(7):
object_grid[x].push_back([Kind.FIELD])
prio_grid[x].push_back([Kind.TERMINAL_SYMBOL])
used_grid[x].push_back(false)
for tile in walls.get_used_cells():
if(_is_in_grid(tile)):
object_grid[tile.x][tile.y][0] = Kind.WALL
_update_grid()
func reset_history():
for x in range(14):
for y in range(7):
used_grid[x][y] = false
func countTargets(table):
for x in range(14):
for y in range(7):
for i in prio_grid[x][y]:
if i == Kind.TERMINAL_SYMBOL:
continue
table[i] += 1
return table
func _pixel_to_grid_coords(pixel : Vector2) -> Vector2:
var new_coords : Vector2
new_coords.x = floor((pixel.x-offset.x) / 32.0)
new_coords.y = floor((pixel.y-offset.y) / 32.0)
return new_coords
func _is_in_grid(grid_coords : Vector2) -> bool:
if(grid_coords.x < 0):
return false
if(grid_coords.x > 13):
return false
if(grid_coords.y < 0):
return false
if(grid_coords.y > 6):
return false
return true
func get_nearest(position, kind):
var list = []
for x in range(14):
for y in range(7):
for i in prio_grid[x][y]:
if(i == kind):
list.append([x, y])
var dist = []
for field in list:
var tmp = sqrt(pow(position[0] - field[0], 2) + pow(position[1] - field[1], 2))
dist.append(tmp)
var mini = 0
for i in range(1, dist.size()):
if(dist[i] < dist[mini]):
mini = i
return list[mini]
func _update_grid():
_reset_grids()
var world = get_tree().current_scene.get_child(2)
for node in world.get_children():
var node_kind = node.get_child(0)
var grid_corrds = _pixel_to_grid_coords(node.global_position)
if (_is_in_grid(grid_corrds)):
if(node_kind.general != Kind.FIELD and node_kind.general != Kind.WALL):
object_grid[grid_corrds.x][grid_corrds.y].push_back(node_kind.general)
prio_grid[grid_corrds.x][grid_corrds.y].push_back(node_kind.kind)
func _physics_process(delta):
if(time_passed > refresh_rate):
time_passed -= refresh_rate
_update_grid()
time_passed += delta